var status = -1;
var selectionLog = [];

function start() {
    action(1, 0, 0)
}

function action(d, c, b) {
    if (status == 0 && d == 0) {
        cm.dispose();
        return
    }
    status++;
    selectionLog[status] = b;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.npc_ChangeController(3001952, "oid=434333", 129, 121, 3, 79, 179, 5, true, 0, false);
            cm.curNodeEventEnd(true);
            cm.setInGameDirectionMode(true, false, false);
            cm.setStandAloneMode(true);
            cm.inGameDirectionEvent_SetAdditionalEffectVisibleForInGameDirection();
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 2);
            cm.inGameDirectionEvent_PushScaleInfo(0, 0, 1500, 0, 92, 90);
            cm.curNodeEventEnd(true)
        } else {
            if (status === a++) {
                cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 2);
                cm.inGameDirectionEvent_AskAnswerTime(1200)
            } else {
                if (status === a++) {
                    cm.fieldEffect_InsertCanvas(0, 0, 0, 0, 0, 1000, 0);
                    cm.inGameDirectionEvent_AskAnswerTime(1400)
                } else {
                    if (status === a++) {
                        cm.inGameDirectionEvent_AskAnswerTime(3000);
                        cm.effect_Text(["#fn黑体##fs18#稍后，喷泉广场", ""], [100, 1000, 6, -50, -50, 1, 4, 0, 0, 0, 0, 0])
                    } else {
                        if (status === a++) {
                            cm.sendNormalTalk_Bottom("#face4#这么说，那家伙背叛先代神王，做了现任神王的部下。", 36, 3001952, false, true, 1)
                        } else {
                            if (status === a++) {
                                cm.sendNormalTalk_Bottom("#face4#守护神王殿的骑士们束手无策地遭到了打击，阿黛尔也因为寡不敌众，导致魔力线路……", 36, 3001952, true, true, 1)
                            } else {
                                if (status === a++) {
                                    cm.sendNormalTalk_Bottom("#face0#由此可以推测，当前的神王势力不惜采取那么残忍的手段也要掌握权力，应该是有原因的……", 36, 3001952, true, true, 1)
                                } else {
                                    if (status === a++) {
                                        cm.sendNormalTalk_Bottom("#face0#他们现在正拼命地到处寻找古代之力。\r\n杰罗姆，你手上的钥匙，说不定也会成为他们的目标。", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                    } else {
                                        if (status === a++) {
                                            cm.sendNormalTalk_Bottom("#face4#那我绝对不能让他们拿到钥匙。", 36, 3001952, true, true, 1)
                                        } else {
                                            if (status === a++) {
                                                cm.sendNormalTalk_Bottom("#face6#我是说，你会有危险。", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                            } else {
                                                if (status === a++) {
                                                    cm.sendNormalTalk_Bottom("#face0#可是，守护这里是我的职责。", 36, 3001952, true, true, 1)
                                                } else {
                                                    if (status === a++) {
                                                        cm.sendNormalTalk_Bottom("#face0#……好吧，随你便。", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                    } else {
                                                        if (status === a++) {
                                                            cm.sendNormalTalk_Bottom("#face1#呵呵……反正我遇到危险的话，你又会来救我的。\r\n就像传说中的骑士一样，华丽登场~！", 36, 3001952, true, true, 1)
                                                        } else {
                                                            if (status === a++) {
                                                                cm.sendNormalTalk_Bottom("#face0#……", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                            } else {
                                                                if (status === a++) {
                                                                    cm.sendNormalTalk_Bottom("#face6#啊，说错话了吗……我只是想开个玩笑，让你别那么担心。\r\n总之，比起担心，请你相信我好吗，阿黛尔！", 36, 3001952, true, true, 1)
                                                                } else {
                                                                    if (status === a++) {
                                                                        cm.sendNormalTalk_Bottom("#face0#我还没有完成彻底拯救王国的使命。\r\n所以，我不能就这么死掉，绝不……", 36, 3001952, true, true, 1)
                                                                    } else {
                                                                        if (status === a++) {
                                                                            cm.sendNormalTalk_Bottom("#face0##fc0xFFbfbfbf#(杰罗姆眼神坚定地对我再三嘱咐。\r\n在分开的这段时间里，他也成长了许多吧。)", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                                        } else {
                                                                            if (status === a++) {
                                                                                cm.sendNormalTalk_Bottom("#face0#……嗯，我答应你。", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                                            } else {
                                                                                if (status === a++) {
                                                                                    cm.sendNormalTalk_Bottom("#face0#据点也去过了，我要返回修炼地了。\r\n那地方非常安全，你不必太过担忧。", 36, 3001952, true, true, 1)
                                                                                } else {
                                                                                    if (status === a++) {
                                                                                        cm.sendNormalTalk_Bottom("#face0##fc0xFFbfbfbf#(那个声音没有再唤起被掩埋的记忆。\r\n我能找回的记忆就只有这么些吗？)", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                                                    } else {
                                                                                        if (status === a++) {
                                                                                            cm.sendNormalTalk_Bottom("#face0##fc0xFFbfbfbf#(但是，我再次归来的原因不止是为了找回记忆。\r\n因为这段时间经历的许多事情，让我看清了自己要走的道路。)", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                                                        } else {
                                                                                            if (status === a++) {
                                                                                                cm.sendNormalTalk_Bottom("#face0##fc0xFFbfbfbf#(珍惜的事物……新遇到的主君，我不想失去他们。\r\n为此，我需要获得比现在更强大的力量。)", 36, 3001951 - cm.getPlayer().getGender(), true, true, 1)
                                                                                            } else {
                                                                                                if (status === a++) {
                                                                                                    cm.sendNormalTalk_Bottom("#face2#看样子，你也找到了自己前进的方向……\r\n那么，让我们再次告别吧？", 36, 3001952, true, true, 1)
                                                                                                } else {
                                                                                                    if (status === a++) {
                                                                                                        cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 2);
                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(500)
                                                                                                    } else {
                                                                                                        if (status === a++) {
                                                                                                            cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                                                                        } else {
                                                                                                            if (status === a++) {
                                                                                                                cm.sendNormalTalk_Bottom("#face0#再见，杰罗姆。", 36, 3001951 - cm.getPlayer().getGender(), false, true, 1)
                                                                                                            } else {
                                                                                                                if (status === a++) {
                                                                                                                    cm.sendNormalTalk_Bottom("#face2#再见，阿黛尔。", 36, 3001952, true, true, 1)
                                                                                                                } else {
                                                                                                                    if (status === a++) {
                                                                                                                        cm.sendNormalTalk_Bottom("#face0#咘呜~！", 36, 3001960, true, true, 1)
                                                                                                                    } else {
                                                                                                                        if (status === a++) {
                                                                                                                            cm.sendNormalTalk_Bottom("#face6#妈呀，你什么时候来的，布乌！？", 36, 3001952, true, true, 1)
                                                                                                                        } else {
                                                                                                                            if (status === a++) {
                                                                                                                                cm.sendNormalTalk_Bottom("#face0#咘呜，咘~！", 36, 3001960, true, true, 1)
                                                                                                                            } else {
                                                                                                                                if (status === a++) {
                                                                                                                                    cm.sendNormalTalk_Bottom("#face6#哎，你等等我！", 36, 3001952, true, true, 1)
                                                                                                                                } else {
                                                                                                                                    if (status === a++) {
                                                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                                                                                                    } else {
                                                                                                                                        if (status === a++) {
                                                                                                                                            cm.forceCompleteQuest(39656);
                                                                                                                                            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 2);
                                                                                                                                            cm.inGameDirectionEvent_AskAnswerTime(500)
                                                                                                                                        } else {
                                                                                                                                            if (status === a++) {
                                                                                                                                                cm.OverlapScreenDetail19(0, 1000, 3000, 1);
                                                                                                                                                cm.inGameDirectionEvent_PushScaleInfo(0, 0, 1000, 2147483647, 2147483647, 2147483647)
                                                                                                                                            } else {
                                                                                                                                                if (status === a++) {
                                                                                                                                                    cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                                                                                                                                } else {
                                                                                                                                                    if (status === a++) {
                                                                                                                                                        cm.inGameDirectionEvent_AskAnswerTime(300)
                                                                                                                                                    } else {
                                                                                                                                                        if (status === a++) {
                                                                                                                                                            cm.fieldEffect_RemoveOverlapScreenDetail(1000);
                                                                                                                                                            cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                                                                                                                                        } else {
                                                                                                                                                            if (status === a++) {
                                                                                                                                                                cm.warp(410000300, 0, false);
                                                                                                                                                                cm.setStandAloneMode(false);
                                                                                                                                                                cm.inGameDirectionEvent_ForcedFlip15(700, 0, 0, 0, 0);
                                                                                                                                                                cm.setInGameDirectionMode(false, true, false);
                                                                                                                                                                cm.dispose()
                                                                                                                                                            }
                                                                                                                                                        }
                                                                                                                                                    }
                                                                                                                                                }
                                                                                                                                            }
                                                                                                                                        }
                                                                                                                                    }
                                                                                                                                }
                                                                                                                            }
                                                                                                                        }
                                                                                                                    }
                                                                                                                }
                                                                                                            }
                                                                                                        }
                                                                                                    }
                                                                                                }
                                                                                            }
                                                                                        }
                                                                                    }
                                                                                }
                                                                            }
                                                                        }
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
};